The IRPR is configurable though, so it can in fact shoot through any thickness, as long as it's configured so in the .ini. I think it's also configured by default so the actual damage lessens depending on the thickness of the wall (thicker = less damage), which is kinda like CoD, and perhaps CS even.

Unfortunately it's a weapon that breaks some of the MH maps when misused, since players will sometimes start shooting monsters at the other side of doors and such, when the map isn't really expecting that to happen, so weapons with a similar functionality are obviously going to be frowned upon by MH mappers, so I completely get where Red_Fist is coming from.Many MH maps deal well with that as they rely mostly on monster count, but others rely on specific triggered events which will no longer work if some monsters are killed too early on.

Barbie wrote:

papercoffee wrote:making a weapon shoot through walls is indeed BS in UT.

Such already exists in BotPack: the Pulse Gun beam shoots through thin walls.

Yeah, although it's only something which can be exploited in Siege games to attack the core, while in CTF or DM or others, it's rather useless.Although it has been fixed (at least I remember fixing it myself years ago for Siege specifically, but then with new Siege versions, Newnet and such, I think those were fixed there as well).

I don't remember the exact thickness, but it goes down to putting yourself as close to the wall as possible, and then the beam trace starts at an offset from you if I recall, which makes it spawn at the other side of the wall if it's thinner than that offset distance.

In my CSSWeapons mod you can get only 2 kills if shooting through pawns. If shooting through walls you get only 1 kill.

But in my mod, pawns thickness matters too. If you are shooting really huge Titan with perfect drawscale and collision, then bullets won't penetrate.

Pistols cannot shoot through very thick walls or fat pawns. Heavy weapons like awp, m249 can shoot through some thick walls.

iirc, nw2 IRPR uses traceactors iterators that makes it shoot n numbers of pawns. So in real life if Godzilla attacks the city and you own an IRPR, you can shoot through it, but with CSSWeapons, you can't.

Played the map multiple times, and this 1 most recent time something new happened.

Because you directly placed the monsters on the map, it doesn't require a Stop Your Fighting mutator to prevent the monsters from tearing into each other... they just don't. However, this last time I played 2 of those tiny weird lil' brutes started fighting each other.

Tried killing them myself, but they wouldn't die. Also their attacks no longer hurt players... and they would stop fighting each other if someone shot at them, they'd attack whoever attacked them... but as soon as that person left they started attacking each other again.

Eventually a SkaarjBerserker killed them. Whatever happened to those 2 that caused this weirdness, the other monsters on the map didn't like them anymore.

Or to put it in simpler terms, by omission the IRPR does see and shoot through walls, but it's limited and it does loose damage across walls.However it can be easily turned into the most OP laser you have ever seen, or you can deactivate all these things to the point you're left with pretty much a normal sniper equivalent to the standard one.

But the thickness of anything that is not a wall (pawn, decoration, etc) is not considered, the laser will go through them like butter, although in retrospective it would have been made sense to implement it for them as well.